Author
Topic: [CLOSED] Fantasy Craft PBEM Campaign (Read 3362 times)

Setting: You are citizens of Atlantis. Magic and technology are merged in many ways. Magical stones called lode stones provide the basis of all magic. Using these stones in various configurations a Mage can channel tremendous energy allowing them to cast spells. However, even a lay person can take advantage of the magical properties of lode stones and so many "technological" devices have been developed using the stones. One particular device that takes a Mage of significant ability to operate is called a Transporter. Atlantis' merchant class and the crown soon learned that it was cheaper to send out explorers via the transporter and see if they made it back than to send out a whole fleet. Now the transporters are used to send out small teams to unknown points of the world to cut trade deals. Then using detailed star charts provided by the Crown the teams make their way back home mapping the route and searching for useful way stations. Many an adventuring party participates in these ventures even though many do not make it back because one good deal could set them up for life. Your group will be one such party who has met at an Adventuring lodge and decided to pool your resources. You have been lucky enough to draw a potentially huge contract. The target destination is over 2000 miles away, which means serious money just based on distance alone. Your group will be equipped with any necessary gear, as well as precious metals and gems for trade as it has been found most cultures will trade for these items.

Game Info

Stats: Point buy, one for one, base 8 per stat, all characters start with 36 points. I have added a figured stat called Prowess which is an average of your STR and DEX which is used for both melee and ranged to hit bonus.

Starting Money: 300 silver

Some notes on Magic and equipment.

A Mage does not need a mage’s pouch. However, just like a cook keeps a recipe book, most mages are not blessed with a photographic memory and so they keep a spell book or two to help them keep their spells fresh in their mind.

Spellcasting is a learned ability using gestures and incantations to focus the energy. The only material components required are lode stones and or metal to help focus the magical energy. For spell levels 0-3 merely having lodestone will allow mage's to cast their spells. As the stones are used in the gestures they are typically worn as rings or bracelets. For spell levels 4-6, a small amount of metal is required to focus the more potent energy. Therefore, most mage's who disdain mundane weaponry use wands made of various light metals with a base typically carved from lode stone or a lode rock attached to the base. For spell levels 7-9, it takes more metal and extra lode stone. Most mages use staves. The typical mage's staff is inlaid with copper or silver spiraling the length of the staff. Both ends are capped, usually with steel or iron with a lode stone orb attached to the top or several smaller lodestones inlaid beneath the steel caps. As you might expect, many of these wands and staves have become very ornate.

Your basic lodestone costs 50s for the stone. If you have it made into a piece of jewelry the cost can go up tremendously but at a minimum, plain lodestone jewelry is 75s. Your basic wand goes for 150s. A mage's staff costs 50s per spell level it is designed to cast.

Since mortals must rely on the lodestone to use magic, magic potions are pretty much non-existent. Any potion or liquid with an obvious magical property is not available. Examples are Ability boost, invisibility, control weather. Curative potions are still available but they are similar to food as they are made from natural ingredients and therefore you can only benefit from one such potion per day.

There are two possibly three rollover players from my last campaign. I am looking for a group of five or six. The majority of the game will be played via email with about three GM posts per week. I typically run a game that is a balance between combat, skills and player ingenuity. I intend to kick the game off on 1 April, characters should be done and ready to go by then.

A few questions:Do Priests and other classes that gain spells from Alignment Paths also require lodestones to be able to cast?Which races are available or exist within the setting?Bearing in mind that characters start with 300s, do they also start at 3rd level, or are they meant to be 1st level with a little extra cash?

Logged

"Dickhead books?" -Patrick Kapera wrestling with the New Zealand accent

Doublebond

Aside from Wolverine's inquiries I would also ask the more fundemental question of whether the Miracles campaign quality is present at all. You may have said something to that affect in your post; if so, I missed it.

How likely are such adventuring parties to encounter other sentient beings in their expeditions? (Just noticed the comment about trading with foreign cultures.) Are language differences going to be a significant issue? How much civilization should we be expecting to encounter?

Is there an upper cap to the statistic purchasing system? Do I understand this correctly in that one could potentially get to a skill level of 18 (or more) in a particular attribute with just ten (or more) points? The Prowess concept makes me fear the Strength attribute might be underpowered as a result.

There will actually be a Knowledge skill that is cross class for everyone unless you take it as an Origin skill. In addition you will get +1 per study, +5 if you for a study that is pertinent to the subject.

1. The starting level is 2nd with 300silver2. Available classes are all the base classes and all Call to Arms publications3. Mortals need lodestones to cast. As a Priest is merely a conduit for divine power they do not4. Yes, the miracles quality is in play5. Language is a potential issue and there will be a minor magic item provided to the group giving the ability to discuss trade terms.6. Max base stat is 18. 10 pts gets you an 18. 7. I am of the opinion that STR was overpowered beforehand, hence the need to bring it down.8. I am adding a skill which is Knowledge vice the basic Knowledge check system. It is an INT based skill. If a Knowledge check is needed then you get your INT plus 1 per study known and +5 for a study that is pertinent to the question. If you have the Knowledge skill you will get to add you ranks.9. The base races are available minus the Construct10. As far as how much civilization? The crown would hope lots, you can't trade with an unpopulated area. Though it is assumed you may have to look for them.

5. Language is a potential issue and there will be a minor magic item provided to the group giving the ability to discuss trade terms.

Mmm... universal translator.

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8. I am adding a skill which is Knowledge vice the basic Knowledge check system. It is an INT based skill. If a Knowledge check is needed then you get your INT plus 1 per study known and +5 for a study that is pertinent to the question. If you have the Knowledge skill you will get to add you ranks.

I'm wondering if this is a little redundant considering that knowledge checks are already part of the skill system. Any reason(s) in particular for going this route?

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9. The base races are available minus the Construct

Will they still be available as NPCs (like PL's)?

From what I've read so far, I'm mulling over a defensive Soldier heading towards Bloodsworn. A bit like a Security Officer on a Star Trek away team.

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"Dickhead books?" -Patrick Kapera wrestling with the New Zealand accent

By jove you've got it. Good point. As a matter of fact I have been fiddling with the rules for a bit now but have not played a game yet. This is to be my first run at the beast and I had not noticed that the knowledge checks were imbedded in the other skills. I've run several D&D games as well as Champions via email and table top. For those who are highspeed on their rules feel free to mention issues. So, long story short, no Knowledge skill needed.

The only constructs, if any, you will run into will be mindless automatons.

I reckon I can handle one more PBP game (I'm greedy). As usual I'll suggest a drake PC at first then I'll see what's in the rest of the party and fill roles not taken. I'll probably suggest 3-4 character concepts and get the group to comment before deciding.

Star trek away team, Stargate team, there are lots of examples of similar set ups but this is different because getting home is so hard. The party will need staying power or travel related abilities.

I saw a comment about PBP, reminder this will be a PBEM game. Once interested players are located and approved we will move into the email exchange. The three players from my previous game are new to this system as well. For those wondering about party composition, they are going to try their hand at a Soldier (dumb as a rock but hits hard), a Burglar and a Mage.